Nixed GameService as it can be more simply implemented with the new dynamically

dispatched message event system. Rearranged the methods in GameManager into
some semblance of order.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@60 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2006-08-24 17:37:25 +00:00
parent e03ffd02bc
commit aad235c7f2
8 changed files with 376 additions and 590 deletions
+9 -6
View File
@@ -21,19 +21,22 @@
package com.threerings.parlor;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A placeholder class that contains a reference to the log object used by
* the Parlor services.
* Contains a reference to the log object used by the Parlor services.
*/
public class Log
{
public static com.samskivert.util.Log log =
new com.samskivert.util.Log("parlor");
/** We dispatch our log messages through this logger. */
public static Logger log =
Logger.getLogger("com.threerings.vilya.parlor");
/** Convenience function. */
public static void debug (String message)
{
log.debug(message);
log.fine(message);
}
/** Convenience function. */
@@ -51,6 +54,6 @@ public class Log
/** Convenience function. */
public static void logStackTrace (Throwable t)
{
log.logStackTrace(com.samskivert.util.Log.WARNING, t);
log.log(Level.WARNING, t.getMessage(), t);
}
}
@@ -235,7 +235,7 @@ public abstract class GameController extends PlaceController
protected void playerReady ()
{
Log.info("Reporting ready " + _gobj.which() + ".");
_gobj.gameService.playerReady(_ctx.getClient());
_gobj.manager.invoke("playerReady");
}
/**
@@ -1,38 +0,0 @@
//
// $Id: GameService.java 3600 2005-06-15 23:46:31Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.client;
import com.threerings.presents.client.Client;
import com.threerings.presents.client.InvocationService;
/**
* Provides services used by game clients to request that actions be taken
* by the game manager.
*/
public interface GameService extends InvocationService
{
/**
* Lets the game manager know that the calling player is in the game
* room and ready to play.
*/
public void playerReady (Client client);
}
@@ -1,50 +0,0 @@
//
// $Id: GameMarshaller.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.data;
import com.threerings.parlor.game.client.GameService;
import com.threerings.presents.client.Client;
import com.threerings.presents.data.InvocationMarshaller;
import com.threerings.presents.dobj.InvocationResponseEvent;
/**
* Provides the implementation of the {@link GameService} interface
* that marshalls the arguments and delivers the request to the provider
* on the server. Also provides an implementation of the response listener
* interfaces that marshall the response arguments and deliver them back
* to the requesting client.
*/
public class GameMarshaller extends InvocationMarshaller
implements GameService
{
/** The method id used to dispatch {@link #playerReady} requests. */
public static final int PLAYER_READY = 1;
// documentation inherited from interface
public void playerReady (Client arg1)
{
sendRequest(arg1, PLAYER_READY, new Object[] {
});
}
}
@@ -40,9 +40,6 @@ import com.threerings.crowd.data.PlaceObject;
public class GameObject extends PlaceObject
{
// AUTO-GENERATED: FIELDS START
/** The field name of the <code>gameService</code> field. */
public static final String GAME_SERVICE = "gameService";
/** The field name of the <code>state</code> field. */
public static final String STATE = "state";
@@ -86,9 +83,6 @@ public class GameObject extends PlaceObject
* game prematurely. */
public static final int PLAYER_LEFT_GAME = 1;
/** Provides general game invocation services. */
public GameMarshaller gameService;
/** The game state, one of {@link #PRE_GAME}, {@link #IN_PLAY},
* {@link #GAME_OVER}, or {@link #CANCELLED}. */
public int state = PRE_GAME;
@@ -265,22 +259,6 @@ public class GameObject extends PlaceObject
}
// AUTO-GENERATED: METHODS START
/**
* Requests that the <code>gameService</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public void setGameService (GameMarshaller value)
{
GameMarshaller ovalue = this.gameService;
requestAttributeChange(
GAME_SERVICE, value, ovalue);
this.gameService = value;
}
/**
* Requests that the <code>state</code> field be set to the
* specified value. The local value will be updated immediately and an
@@ -1,69 +0,0 @@
//
// $Id: GameDispatcher.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.server;
import com.threerings.parlor.game.client.GameService;
import com.threerings.parlor.game.data.GameMarshaller;
import com.threerings.presents.client.Client;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.data.InvocationMarshaller;
import com.threerings.presents.server.InvocationDispatcher;
import com.threerings.presents.server.InvocationException;
/**
* Dispatches requests to the {@link GameProvider}.
*/
public class GameDispatcher extends InvocationDispatcher
{
/**
* Creates a dispatcher that may be registered to dispatch invocation
* service requests for the specified provider.
*/
public GameDispatcher (GameProvider provider)
{
this.provider = provider;
}
// documentation inherited
public InvocationMarshaller createMarshaller ()
{
return new GameMarshaller();
}
// documentation inherited
public void dispatchRequest (
ClientObject source, int methodId, Object[] args)
throws InvocationException
{
switch (methodId) {
case GameMarshaller.PLAYER_READY:
((GameProvider)provider).playerReady(
source
);
return;
default:
super.dispatchRequest(source, methodId, args);
return;
}
}
}
@@ -37,6 +37,7 @@ import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.presents.dobj.DObject;
import com.threerings.presents.dobj.MessageEvent;
import com.threerings.crowd.chat.server.SpeakProvider;
@@ -51,7 +52,6 @@ import com.threerings.parlor.data.ParlorCodes;
import com.threerings.parlor.game.data.GameAI;
import com.threerings.parlor.game.data.GameCodes;
import com.threerings.parlor.game.data.GameConfig;
import com.threerings.parlor.game.data.GameMarshaller;
import com.threerings.parlor.game.data.GameObject;
import com.threerings.parlor.game.data.PartyGameConfig;
import com.threerings.parlor.server.ParlorSender;
@@ -68,37 +68,8 @@ import com.threerings.util.MessageBundle;
* bodies in that location.
*/
public class GameManager extends PlaceManager
implements ParlorCodes, GameCodes, GameProvider, AttributeChangeListener
implements ParlorCodes, GameCodes
{
// documentation inherited
protected void didInit ()
{
super.didInit();
// save off a casted reference to our config
_gameconfig = (GameConfig)_config;
// register this game manager
_managers.add(this);
// and start up a tick interval if we've not already got one
if (_tickInterval == null) {
_tickInterval = new Interval(CrowdServer.omgr) {
public void expired () {
tickAllGames();
}
};
_tickInterval.schedule(TICK_DELAY, true);
}
// configure our AIs
for (int ii = 0; ii < _gameconfig.ais.length; ii++) {
if (_gameconfig.ais[ii] != null) {
setAI(ii, _gameconfig.ais[ii]);
}
}
}
/**
* Returns the configuration object for the game being managed by this
* manager.
@@ -212,19 +183,6 @@ public class GameManager extends PlaceManager
return true;
}
/**
* Called when a player was added to the game. Derived classes may
* override this method to perform any game-specific actions they
* desire, but should be sure to call
* <code>super.playerWasAdded()</code>.
*
* @param player the username of the player added to the game.
* @param pidx the player index of the player added to the game.
*/
protected void playerWasAdded (Name player, int pidx)
{
}
/**
* Removes the given player from the game. This is most likely to be
* used to allow players involved in a party game to leave the game
@@ -268,20 +226,6 @@ public class GameManager extends PlaceManager
return true;
}
/**
* Called when a player was removed from the game. Derived classes
* may override this method to perform any game-specific actions they
* desire, but should be sure to call
* <code>super.playerWasRemoved()</code>.
*
* @param player the username of the player removed from the game.
* @param pidx the player index of the player before they were removed
* from the game.
*/
protected void playerWasRemoved (Name player, int pidx)
{
}
/**
* Replaces the player at the specified index and calls {@link
* #playerWasReplaced} to let derived classes and delegates know
@@ -304,14 +248,6 @@ public class GameManager extends PlaceManager
});
}
/**
* Called when a player has been replaced via a call to {@link
* #replacePlayer}.
*/
protected void playerWasReplaced (int pidx, Name oldPlayer, Name newPlayer)
{
}
/**
* Returns the user object for the player with the specified index or
* null if the player at that index is not online.
@@ -467,6 +403,322 @@ public class GameManager extends PlaceManager
SpeakProvider.sendInfo(_gameobj, msgbundle, msg);
}
/**
* This is called when the game is ready to start (all players
* involved have delivered their "am ready" notifications). It calls
* {@link #gameWillStart}, sets the necessary wheels in motion and
* then calls {@link #gameDidStart}. Derived classes should override
* one or both of the calldown functions (rather than this function)
* if they need to do things before or after the game starts.
*
* @return true if the game was started, false if it could not be
* started because it was already in play or because all players have
* not yet reported in.
*/
public boolean startGame ()
{
// complain if we're already started
if (_gameobj.state == GameObject.IN_PLAY) {
Log.warning("Requested to start an already in-play game " +
"[game=" + _gameobj.which() + "].");
Thread.dumpStack();
return false;
}
// TEMP: clear out our game end tracker
_gameEndTracker.clear();
// make sure everyone has turned up
if (!allPlayersReady()) {
Log.warning("Requested to start a game that is still " +
"awaiting players [game=" + _gameobj.which() +
", pnames=" + StringUtil.toString(_gameobj.players) +
", poids=" + StringUtil.toString(_playerOids) + "].");
return false;
}
// if we're still waiting for a call to endGame() to propagate,
// queue up a runnable to start the game which will allow the
// endGame() to propagate before we start things up
if (_committedState == GameObject.IN_PLAY) {
if (_postponedStart) {
// We've already tried postponing once, doesn't do us any
// good to throw ourselves into a frenzy trying again.
Log.warning("Tried to postpone the start of a " +
"still-ending game multiple times " +
"[which=" + _gameobj.which() + "].");
_postponedStart = false;
return false;
}
Log.info("Postponing start of still-ending game " +
"[which=" + _gameobj.which() + "].");
_postponedStart = true;
// TEMP: track down weirdness
final Exception firstCall = new Exception();
// End: temp
CrowdServer.omgr.postRunnable(new Runnable() {
public void run () {
boolean result = startGame();
// TEMP: track down weirdness
if (!result && !_postponedStart) {
Log.warning("First call to startGame: ");
Log.logStackTrace(firstCall);
}
// End: temp
}
});
return true;
}
// Ah, good, not postponing.
_postponedStart = false;
// let the derived class do its pre-start stuff
gameWillStart();
// transition the game to started
_gameobj.setState(GameObject.IN_PLAY);
// when our events are applied, we'll call gameDidStart()
return true;
}
/**
* Ends the game for the given player.
*/
public void endPlayerGame (int pidx)
{
// go for a little transactional efficiency
_gameobj.startTransaction();
try {
// end the player's game
if (_gameobj.playerStatus != null) {
_gameobj.setPlayerStatusAt(GameObject.PLAYER_LEFT_GAME, pidx);
}
// let derived classes do some business
playerGameDidEnd(pidx);
announcePlayerGameOver(pidx);
} finally {
_gameobj.commitTransaction();
}
// if it's time to end the game, then do so
if (shouldEndGame()) {
endGame();
} else {
// otherwise report that the player was knocked out to other
// people in his/her room
reportPlayerKnockedOut(pidx);
}
}
/**
* Called when the game is known to be over. This will call some
* calldown functions to determine the winner of the game and then
* transition the game to the {@link GameObject#GAME_OVER} state.
*/
public void endGame ()
{
// TEMP: debug pending rating repeat bug
if (_gameEndTracker.checkCall(
"Requested to end already ended game " +
"[game=" + _gameobj.which() + "].")) {
return;
}
// END TEMP
if (!_gameobj.isInPlay()) {
Log.info("Refusing to end game that was not in play " +
"[game=" + _gameobj.which() + "].");
return;
}
_gameobj.startTransaction();
try {
// let the derived class do its pre-end stuff
gameWillEnd();
// determine winners and set them in the game object
boolean[] winners = new boolean[getPlayerSlots()];
assignWinners(winners);
_gameobj.setWinners(winners);
// transition to the game over state
_gameobj.setState(GameObject.GAME_OVER);
} finally {
_gameobj.commitTransaction();
}
// wait until we hear the game state transition on the game object
// to invoke our game over code so that we can be sure that any
// final events dispatched on the game object prior to the call to
// endGame() have been dispatched
}
/**
* Sets the state of the game to {@link GameObject#CANCELLED}.
*
* @return true if the game was cancelled, false if it was already over or
* cancelled.
*/
public boolean cancelGame ()
{
if (_gameobj.state != GameObject.GAME_OVER &&
_gameobj.state != GameObject.CANCELLED) {
_gameobj.setState(GameObject.CANCELLED);
return true;
}
return false;
}
/**
* Returns whether game conclusion antics such as rating updates
* should be performed when an in-play game is ended. Derived classes
* may wish to override this method to customize the conditions under
* which the game is concluded.
*/
public boolean shouldConcludeGame ()
{
return (_gameobj.state == GameObject.GAME_OVER);
}
/**
* Called when the game is to be reset to its starting state in
* preparation for a new game without actually ending the current
* game. It calls {@link #gameWillReset} followed by the standard game
* start processing ({@link #gameWillStart} and {@link
* #gameDidStart}). Derived classes should override these calldown
* functions (rather than this function) if they need to do things
* before or after the game resets.
*/
public void resetGame ()
{
// let the derived class do its pre-reset stuff
gameWillReset();
// do the standard game start processing
gameWillStart();
// transition to in-play which will trigger a call to gameDidStart()
_gameobj.setState(GameObject.IN_PLAY);
}
/**
* Called by the client when the player is ready for the game to start.
* This method is dispatched dynamically by {@link #messageReceived}.
*/
public void playerReady (BodyObject caller)
{
// get the user's player index
int pidx = _gameobj.getPlayerIndex(caller.getVisibleName());
if (pidx == -1) {
// only complain if this is not a party game, since it's
// perfectly normal to receive a player ready notification
// from a user entering a party game in which they're not yet
// a participant
if (!isPartyGame()) {
Log.warning("Received playerReady() from non-player? " +
"[caller=" + caller + "].");
}
return;
}
// make a note of this player's oid
_playerOids[pidx] = caller.getOid();
// if everyone is now ready to go, get things underway
if (allPlayersReady()) {
playersAllHere();
}
}
/**
* Returns true if all (non-AI) players have delivered their {@link
* #playerReady} notifications, false if they have not.
*/
public boolean allPlayersReady ()
{
for (int ii = 0; ii < getPlayerSlots(); ii++) {
if (!playerIsReady(ii)) {
return false;
}
}
return true;
}
/**
* Returns true if the player at the specified slot is ready (or if
* there is meant to be no player in that slot), false if there is
* meant to be a player in the specified slot and they have not yet
* reported that they are ready.
*/
public boolean playerIsReady (int pidx)
{
return (!_gameobj.isOccupiedPlayer(pidx) || // unoccupied slot
_playerOids[pidx] != 0 || // player is ready
isAI(pidx)); // player is AI
}
/**
* Returns true if this game requires a no-show timer. The default
* implementation returns true for non-party games and false for party
* games. Derived classes may wish to change or augment this behavior.
*/
protected boolean needsNoShowTimer ()
{
return !isPartyGame();
}
/**
* Derived classes that need their AIs to be ticked periodically
* should override this method and return true. Many AIs can act
* entirely in reaction to game state changes and need no periodic
* ticking which is why ticking is disabled by default.
*
* @see #tickAIs
*/
protected boolean needsAITick ()
{
return false;
}
/**
* Called when a player was added to the game. Derived classes may
* override this method to perform any game-specific actions they
* desire, but should be sure to call
* <code>super.playerWasAdded()</code>.
*
* @param player the username of the player added to the game.
* @param pidx the player index of the player added to the game.
*/
protected void playerWasAdded (Name player, int pidx)
{
}
/**
* Called when a player was removed from the game. Derived classes
* may override this method to perform any game-specific actions they
* desire, but should be sure to call
* <code>super.playerWasRemoved()</code>.
*
* @param player the username of the player removed from the game.
* @param pidx the player index of the player before they were removed
* from the game.
*/
protected void playerWasRemoved (Name player, int pidx)
{
}
/**
* Called when a player has been replaced via a call to {@link
* #replacePlayer}.
*/
protected void playerWasReplaced (int pidx, Name oldPlayer, Name newPlayer)
{
}
/**
* Report to the knocked-out player's room that they were knocked out.
*/
@@ -485,11 +737,41 @@ public class GameManager extends PlaceManager
}
}
// documentation inherited
@Override // from PlaceManager
protected void didInit ()
{
super.didInit();
// save off a casted reference to our config
_gameconfig = (GameConfig)_config;
// register this game manager
_managers.add(this);
// and start up a tick interval if we've not already got one
if (_tickInterval == null) {
_tickInterval = new Interval(CrowdServer.omgr) {
public void expired () {
tickAllGames();
}
};
_tickInterval.schedule(TICK_DELAY, true);
}
// configure our AIs
for (int ii = 0; ii < _gameconfig.ais.length; ii++) {
if (_gameconfig.ais[ii] != null) {
setAI(ii, _gameconfig.ais[ii]);
}
}
}
@Override // from PlaceManager
protected void didStartup ()
{
// obtain a casted reference to our game object
_gameobj = (GameObject)_plobj;
_gameobj.addListener(_stateListener);
// stick the players into the game object
_gameobj.setPlayers(_gameconfig.players);
@@ -504,11 +786,6 @@ public class GameManager extends PlaceManager
// instantiate a player oid array which we'll fill in later
_playerOids = new int[getPlayerSlots()];
// create and fill in our game service object
GameMarshaller service = (GameMarshaller)
_invmgr.registerDispatcher(new GameDispatcher(this), false);
_gameobj.setGameService(service);
// give delegates a chance to do their thing
super.didStartup();
@@ -542,30 +819,7 @@ public class GameManager extends PlaceManager
}
}
/**
* Returns true if this game requires a no-show timer. The default
* implementation returns true for non-party games and false for party
* games. Derived classes may wish to change or augment this behavior.
*/
protected boolean needsNoShowTimer ()
{
return !isPartyGame();
}
/**
* Derived classes that need their AIs to be ticked periodically
* should override this method and return true. Many AIs can act
* entirely in reaction to game state changes and need no periodic
* ticking which is why ticking is disabled by default.
*
* @see #tickAIs
*/
protected boolean needsAITick ()
{
return false;
}
// documentation inherited
@Override // from PlaceManager
protected void didShutdown ()
{
super.didShutdown();
@@ -579,11 +833,13 @@ public class GameManager extends PlaceManager
_tickInterval = null;
}
// clear out our service registration
_invmgr.clearDispatcher(_gameobj.gameService);
if (_gameobj != null) {
// remove our state listener
_gameobj.removeListener(_stateListener);
}
}
// documentation inherited
@Override // from PlaceManager
protected void bodyLeft (int bodyOid)
{
// first resign the player from the game
@@ -704,86 +960,6 @@ public class GameManager extends PlaceManager
}
}
/**
* This is called when the game is ready to start (all players
* involved have delivered their "am ready" notifications). It calls
* {@link #gameWillStart}, sets the necessary wheels in motion and
* then calls {@link #gameDidStart}. Derived classes should override
* one or both of the calldown functions (rather than this function)
* if they need to do things before or after the game starts.
*
* @return true if the game was started, false if it could not be
* started because it was already in play or because all players have
* not yet reported in.
*/
public boolean startGame ()
{
// complain if we're already started
if (_gameobj.state == GameObject.IN_PLAY) {
Log.warning("Requested to start an already in-play game " +
"[game=" + _gameobj.which() + "].");
Thread.dumpStack();
return false;
}
// TEMP: clear out our game end tracker
_gameEndTracker.clear();
// make sure everyone has turned up
if (!allPlayersReady()) {
Log.warning("Requested to start a game that is still " +
"awaiting players [game=" + _gameobj.which() +
", pnames=" + StringUtil.toString(_gameobj.players) +
", poids=" + StringUtil.toString(_playerOids) + "].");
return false;
}
// if we're still waiting for a call to endGame() to propagate,
// queue up a runnable to start the game which will allow the
// endGame() to propagate before we start things up
if (_committedState == GameObject.IN_PLAY) {
if (_postponedStart) {
// We've already tried postponing once, doesn't do us any
// good to throw ourselves into a frenzy trying again.
Log.warning("Tried to postpone the start of a " +
"still-ending game multiple times " +
"[which=" + _gameobj.which() + "].");
_postponedStart = false;
return false;
}
Log.info("Postponing start of still-ending game " +
"[which=" + _gameobj.which() + "].");
_postponedStart = true;
// TEMP: track down weirdness
final Exception firstCall = new Exception();
// End: temp
CrowdServer.omgr.postRunnable(new Runnable() {
public void run () {
boolean result = startGame();
// TEMP: track down weirdness
if (!result && !_postponedStart) {
Log.warning("First call to startGame: ");
Log.logStackTrace(firstCall);
}
// End: temp
}
});
return true;
}
// Ah, good, not postponing.
_postponedStart = false;
// let the derived class do its pre-start stuff
gameWillStart();
// transition the game to started
_gameobj.setState(GameObject.IN_PLAY);
// when our events are applied, we'll call gameDidStart()
return true;
}
/**
* @return true if we should start the game even without any humans.
* Default implementation always returns false.
@@ -916,38 +1092,6 @@ public class GameManager extends PlaceManager
applyToDelegates(_tickAIOp);
}
/**
* Ends the game for the given player.
*/
public void endPlayerGame (int pidx)
{
// go for a little transactional efficiency
_gameobj.startTransaction();
try {
// end the player's game
if (_gameobj.playerStatus != null) {
_gameobj.setPlayerStatusAt(GameObject.PLAYER_LEFT_GAME, pidx);
}
// let derived classes do some business
playerGameDidEnd(pidx);
announcePlayerGameOver(pidx);
} finally {
_gameobj.commitTransaction();
}
// if it's time to end the game, then do so
if (shouldEndGame()) {
endGame();
} else {
// otherwise report that the player was knocked out to other
// people in his/her room
reportPlayerKnockedOut(pidx);
}
}
/**
* Announce to everyone in the game that a player's game has ended.
*/
@@ -982,66 +1126,6 @@ public class GameManager extends PlaceManager
return (_gameobj.isInPlay() && _gameobj.getActivePlayerCount() == 1);
}
/**
* Called when the game is known to be over. This will call some
* calldown functions to determine the winner of the game and then
* transition the game to the {@link GameObject#GAME_OVER} state.
*/
public void endGame ()
{
// TEMP: debug pending rating repeat bug
if (_gameEndTracker.checkCall(
"Requested to end already ended game " +
"[game=" + _gameobj.which() + "].")) {
return;
}
// END TEMP
if (!_gameobj.isInPlay()) {
Log.info("Refusing to end game that was not in play " +
"[game=" + _gameobj.which() + "].");
return;
}
_gameobj.startTransaction();
try {
// let the derived class do its pre-end stuff
gameWillEnd();
// determine winners and set them in the game object
boolean[] winners = new boolean[getPlayerSlots()];
assignWinners(winners);
_gameobj.setWinners(winners);
// transition to the game over state
_gameobj.setState(GameObject.GAME_OVER);
} finally {
_gameobj.commitTransaction();
}
// wait until we hear the game state transition on the game object
// to invoke our game over code so that we can be sure that any
// final events dispatched on the game object prior to the call to
// endGame() have been dispatched
}
/**
* Sets the state of the game to {@link GameObject#CANCELLED}.
*
* @return true if the game was cancelled, false if it was already over or
* cancelled.
*/
public boolean cancelGame ()
{
if (_gameobj.state != GameObject.GAME_OVER &&
_gameobj.state != GameObject.CANCELLED) {
_gameobj.setState(GameObject.CANCELLED);
return true;
}
return false;
}
/**
* Assigns the final winning status for each player to their respect
* player index in the supplied array. This will be called by {@link
@@ -1054,17 +1138,6 @@ public class GameManager extends PlaceManager
Arrays.fill(winners, false);
}
/**
* Returns whether game conclusion antics such as rating updates
* should be performed when an in-play game is ended. Derived classes
* may wish to override this method to customize the conditions under
* which the game is concluded.
*/
public boolean shouldConcludeGame ()
{
return (_gameobj.state == GameObject.GAME_OVER);
}
/**
* Called when the game is about to end, but before the game end
* notification has been delivered to the players. Derived classes
@@ -1161,25 +1234,6 @@ public class GameManager extends PlaceManager
}
}
/**
* Called when the game is to be reset to its starting state in
* preparation for a new game without actually ending the current
* game. It calls {@link #gameWillReset} followed by the standard game
* start processing ({@link #gameWillStart} and {@link
* #gameDidStart}). Derived classes should override these calldown
* functions (rather than this function) if they need to do things
* before or after the game resets.
*/
public void resetGame ()
{
// let the derived class do its pre-reset stuff
gameWillReset();
// do the standard game start processing
gameWillStart();
// transition to in-play which will trigger a call to gameDidStart()
_gameobj.setState(GameObject.IN_PLAY);
}
/**
* Called when the game is about to reset, but before the board has
* been re-initialized or any other clearing out of game data has
@@ -1199,61 +1253,6 @@ public class GameManager extends PlaceManager
});
}
// documentation inherited from interface
public void playerReady (ClientObject caller)
{
BodyObject plobj = (BodyObject)caller;
// get the user's player index
int pidx = _gameobj.getPlayerIndex(plobj.getVisibleName());
if (pidx == -1) {
// only complain if this is not a party game, since it's
// perfectly normal to receive a player ready notification
// from a user entering a party game in which they're not yet
// a participant
if (!isPartyGame()) {
Log.warning("Received playerReady() from non-player? " +
"[caller=" + caller + "].");
}
return;
}
// make a note of this player's oid
_playerOids[pidx] = plobj.getOid();
// if everyone is now ready to go, get things underway
if (allPlayersReady()) {
playersAllHere();
}
}
/**
* Returns true if all (non-AI) players have delivered their {@link
* #playerReady} notifications, false if they have not.
*/
public boolean allPlayersReady ()
{
for (int ii = 0; ii < getPlayerSlots(); ii++) {
if (!playerIsReady(ii)) {
return false;
}
}
return true;
}
/**
* Returns true if the player at the specified slot is ready (or if
* there is meant to be no player in that slot), false if there is
* meant to be a player in the specified slot and they have not yet
* reported that they are ready.
*/
public boolean playerIsReady (int pidx)
{
return (!_gameobj.isOccupiedPlayer(pidx) || // unoccupied slot
_playerOids[pidx] != 0 || // player is ready
isAI(pidx)); // player is AI
}
/**
* Gives game managers an opportunity to perform periodic processing
* that is not driven by events generated by the player.
@@ -1263,15 +1262,6 @@ public class GameManager extends PlaceManager
// nothing for now
}
// documentation inherited
public void attributeChanged (AttributeChangedEvent event)
{
if (event.getName().equals(GameObject.STATE)) {
stateDidChange(_committedState = event.getIntValue(),
((Integer)event.getOldValue()).intValue());
}
}
/**
* Called periodically to call {@link #tick} on all registered game
* managers.
@@ -1311,6 +1301,17 @@ public class GameManager extends PlaceManager
protected GameAI _ai;
}
/** Listens for game state changes. */
protected AttributeChangeListener _stateListener =
new AttributeChangeListener() {
public void attributeChanged (AttributeChangedEvent event) {
if (event.getName().equals(GameObject.STATE)) {
stateDidChange(_committedState = event.getIntValue(),
((Integer)event.getOldValue()).intValue());
}
}
};
/** A reference to our game config. */
protected GameConfig _gameconfig;
@@ -1,39 +0,0 @@
//
// $Id: GameProvider.java 4145 2006-05-24 01:24:24Z ray $
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.parlor.game.server;
import com.threerings.parlor.game.client.GameService;
import com.threerings.presents.client.Client;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.server.InvocationException;
import com.threerings.presents.server.InvocationProvider;
/**
* Defines the server-side of the {@link GameService}.
*/
public interface GameProvider extends InvocationProvider
{
/**
* Handles a {@link GameService#playerReady} request.
*/
public void playerReady (ClientObject caller);
}